SUBTITLES:
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00:00
[Music]
[Music]
hi everyone anzac weinert here for
cgboost.com and in this video let's have
a look at how to create a high quality
sculpting and blender by using some of
the new sculpting features going from
this simple base mesh to this final
result this is a workflow video with a
lot of tips and tricks along the way so
00:44
it's more suitable for intermediate
users that know blender and the
sculpting tools already quite a bit but
it can serve as inspiration for everyone
of course if you're completely new to
sculpting in blender and want to learn
the basics and get to a decent level
fast i'm currently updating my blender
sculpting course for the latest blender
version meaning i'm basically recreating
it from scratch with many new lessons
and chapters the first updated chapters
are already up and more is coming soon
and the best if you have the course
already you get all the updates for free
01:14
check out the link in the video
description to learn more for sculpting
this creature in this video here i'm
using a graphics tablet in my case a
wacom intuos pro m and if you're
interested in my system specs they are
in the description below also you can
download the project files for this
video here and our regularly updated
blender shortcut pdf including all
important sculpt mode shortcuts in our
resource section at
cdboos.com resources the link is as
always in the video description and an
email is required to sign up this video
01:45
here is a bit longer so check out the
timestamps if you want to jump to a
specific section and now without further
words let's get started
[Music]
so let's start sculpting something
but what
well
i actually have no idea so
let's just steal some ideas from other
artists their smart way
in general i think let's go with
creatures creatures are always nice to
sculpt since we can be a bit more
02:16
creative on them and don't need to be
anatomy experts well let's go to
artstation.com for example and just grab
some cool looking creature designs from
other artists and put this here into
pureref pureref if you don't know this
tool it's an awesome tool to quickly put
together some reference images for your
art you can download pureref for free by
the way just go to purerev.com click on
download select your platform and here
just go to custom amount and enter zero
then you can download it for free of
course since this is an awesome tool
02:46
consider donating something to support
the creators now with some cool
references on hand i will not just
recreate one of these images here if you
don't feel creative at all you can of
course do that but then i would
recommend to ask the original author for
permission in my case i want to take
inspiration from some of these creatures
and remix them into my own idea for that
you can do an ugly sketch if you like
but this is not really necessary because
we can also create our sketch in 3d
03:18
already when we are creating the base
mesh however it's still good to look at
the references and pick some parts of
these creatures which we like for
example what i really liked was this
creature here with this big beak on this
creature i like the thin upper arms and
the big lower arms on this creature i
like the horns here i like the general
pose of the creature which i wanted to
recreate on these two creatures i like
the legs and the feet for example and
here i got my inspiration for the tail
and in the end i also want to give the
03:49
creature some clothing so i have some
references for that as well and now with
all the references on hand and a rough
idea what we want to create let's jump
into blender
so with my reference open on my second
screen let's start blender i'm using the
alpha version of blender 2.93 here which
gives me some additional features the
download link to this experimental build
you can find down below in the video
description here in blender i start with
the sculpting workspace which opens up
the sculpt mode immediately and gives us
04:20
this squat sphere to sculpt on right
away which we don't use in this case
however we leave it there for now and we
stay in sculpt mode first we need a
proper base mesh especially when you
create more complex shapes like we want
to do here and the base mesh defines the
basic shapes which helps us to adjust
the proportions quickly without going
into the details just yet let's do this
with a new feature the lasso trim tool
down here left click and hold on the box
trim tool and select lasso trim the main
purpose of this tool is actually to cut
04:51
geometry away however we can also use
this to create new geometry so up here
in the tool settings let's change the
trim mode to join the shape orientation
we leave at view and we enable use
cursor for depth this allows us now to
draw a shape from our view and it will
generate a shape with the thickness of
the brush radius that is why we enable
the use cursor for depths option
otherwise it will create this super long
and thick shapes and the join trim mode
which we enabled adds all the new shapes
05:23
inside the same object which is the
squat sphere in this case since we are
currently in sculpt mode of this squat
sphere so make the radius a bit smaller
by pressing f then make sure that x
symmetry is enabled so everything we
draw will be mirrored which will make
our life a lot easier and now we start
drawing simple shapes for all the major
forms of the body
let's go to side view and start with the
head and the beak don't worry when
anything is placed a bit weirdly in
space this we will adjust later but
remember that we will draw the shapes
05:54
from our view so adjust it when
necessary change the radius of the brush
to make the shapes thicker or thinner
also take a look at your references and
try to create simple shapes of the parts
you want to include in your sculpting
now there's still this squat sphere down
here let's get rid of it by clicking on
the edit face set tool and change the
mode up here to delete geometry you can
see that each shape we have drawn has a
different color meaning a new face set
was applied to each shape a face set is
06:25
something like a mask or a groove of
faces that allows us to hide specific
mesh parts or isolate mesh parts for
certain actions like here deleting the
geometry so simply click on the squat
sphere down here and it is gone forever
then let's go back to the lasso trim
tool and draw the rest of the shapes
make sure to change the view to draw the
arms and the legs you will get used to
this view changing when playing around
with this tool a bit here i also draw
the fingers and toes but just as a
reference later i will replace them with
proper objects during the sculpting
06:56
process so now all shapes are drawn and
this is what we have well looks still a
bit weird with these two tails and the
horns being merged into each other and
so on so let's adjust this a bit
for that let's go up here and add the
layout workspace and we automatically
switch to this now we are back in object
mode and all the elements we have drawn
are packed into one object as you can
see so let's separate these let's go to
edit mode press p to open up the
07:27
separate menu and then click on buy
loose parts and now all the parts were
separated into individual objects as you
can see up here in the outliner for
example and also here in the 3d viewport
we can select all of these to better see
that these are all individual objects
let's go to the viewport shading and
under color enable random now each
object is given a random color
now we want to start posing the space
mesh but as you can see the origin of
each object is still down here where it
07:58
was originally to change this select
everything right click go to set origin
and then set origin to geometry now the
origins are back to the objects now
although we edit everything
symmetrically i now want to change the
objects here in object mode and
everything on the other side should also
change as well but since we separated
now everything from each other this is
not working anymore so what i do now
let's delete everything on the one side
also take care of the overlapping
objects here in the center something
like this and now with our 3d cursor
08:30
down here if it's not there press shift
c let's add an empty object a plane axis
let's call this one mirror select one
object here go to the modifiers add a
mirror modifier and then add this empty
object now this empty object will be
used as mirroring axis here but we can
still move and rotate the object around
its own origin then let's select all the
other objects here make sure that the
shoulder part here is still active so
it's highlighted then we have access to
the modifier here and then let's press
09:02
ctrl l and click on copy modifiers then
from the active element all the
modifiers will be copied to all other
selected objects and now everything is
still mirrored here and we can start
shaping the stuff and everything on the
other side is moving along and to make
this process a bit easier you can enable
the move tool up here and change the
transform orientation to local to see
the local axis of each object and if you
want to change the origin or the
orientation of the axis you can go up
here to options enable effect only
09:34
origins and then for example move this
to the right place and rotate the axis
and then disable this to make moving
this around a bit easier or if this is
too much work for you we can also switch
up here to the 3d cursor pivot point
then with shift right click place a 3d
cursor somewhere and then as you can see
the transform gizmo will be placed on
this position which can also make
transforming the objects here a bit
easier
yeah now let's clean up this base mesh a
bit by transforming all the objects put
10:04
them into nice positions for some of the
objects scale them down like the horns
for example or the toes and adjust
everything until everything looks nice
by the way since we will join most of
the objects later on together again i
save the work and don't rename all these
objects in the outliner
yeah and this is the final base mesh
looks much better now as you can see and
now we are finally ready to start
sculpting
and in order to do this we need to
adjust the meshes here a bit first of
10:34
all we have the mirror modifier still
enabled and we don't need them for all
the parts which are here at the center
and not really mirrored on the other
side so let's select everything here in
the center press ctrl a and click on
visual geometry to mesh this will apply
all the modifiers for all the selected
objects however for these objects here
on the side we leave the mirror modifier
enabled so after we added the first
layer of sculpting we can still move
this around and pose the creature a bit
differently if needed by the way let's
switch the pivot point to median point
11:06
so the gizmo appears here on the objects
however for all the parts here in the
center we will use the symmetry function
in sculpt mode however you can see the
origin is now set here and the
orientation is in this direction that
means this will be the mirroring axis in
sculpt mode which is not in the center
so let's select all these objects here
once again press right click go to set
origin origin to geometry and in order
to correct the orientation press ctrl a
and click on apply rotation now the
11:36
orientation of the local axes of these
objects are aligned with the global axis
so and there's one other thing we need
to take care of if i press n we can see
that for some of these objects the scale
values are not one one one and this if i
take this to an extreme level and switch
over to sculpt mode first we get this
warning message down here but you can
also see that my brush is now stretched
as well that means this scale values
will not affect only the scale of the
object but also all the tools we are
using on the object and this can lead to
12:09
a lot of problems later on that means we
need to apply the scale so we say
blender everything we have scaled here
in object mode is now the new default
scaling of all these objects in order to
do this select everything press ctrl a
and click on apply scale now as you can
see the scale is set back to 111 and we
can start working
so at this point i don't want to join
all the parts together and then sculpt
on these i still want to be able to move
everything around a bit to pose a
creature so i'll leave all these objects
separate except the parts which belong
12:41
to the body here so let's select all of
them press ctrl j to join them now they
are all merged into one object however
they are still sticked into each other
that means we need to remesh the whole
thing in sculpt mode for that we use the
voxel remesher which you can find up
here or in the tool settings under
remesh then all we need to do here is to
change the voxel size and then click on
remesh however we have to test how high
or low we want to make the resolution
for that in the 3d viewport press shift
r and then we can see the script and
13:11
when you move your mouse around you can
change the resolution and for the first
sculpting layer we only want to change
the major shapes without going into the
details so let's score with something
like this and then either click here or
press ctrl r to run the remesher now as
you can see everything is merged and we
can start sculpting maybe let's switch
over to the sculpting workspace and here
in the viewport shading enable random
color as well
and now i'm usually using two brushes
the clay strips brush which allows us to
13:41
quickly add new geometry or remove
geometry carefully and the grab brush
which we can also enable with g
to grab bigger chunks of that geometry
and no matter what brush you have
selected you can hold down shift and
smooth out the geometry and this is
mainly what i'm doing now i'm also
taking a look at human anatomy
references which helps me to get the
basic idea of these different shapes and
this is now what i do with each of these
parts
by the way i would recommend to use the
same resolution for all the different
14:13
objects so what we can do let's go to
remesh by hovering my mouse above this
press ctrl c to copy the value and now
there's a cool experimental feature to
switch to different objects without
always switching over to object mode
select the different object switch over
to sculpt mode this only works in
blender 2.93 alpha or probably the
stable version of blender 2.93 if they
don't postpone this tool to a later
version but maybe this is already
enabled by default if you are using a
later version then 2.93 press f4 then
14:45
click on preferences
then go to interface enable developer
extras then go to experimental and
enable switch object operator and now if
i switch over to scalp mode i can hover
my mouse above any of these objects and
press d
to switch to the scout mode of this
specific object which is super fast then
here let's paste the value by hovering
my mouse above this press ctrl v and
then click on remesh and if you quickly
want to smooth the entire object you can
use the mesh filter down here
15:16
change this to smooth and left click and
hold somewhere and move your mouse to
the right or to the left to smooth this
and if this part now gets too small you
can change this to inflate left click
and hold and make it bigger then press g
for the grab brush and change this
around so that the whole shape looks
nice
and one little note here since we are
still having the mirror modifier enabled
here which allows us later on to move
this around still in object mode and to
reflect the changes on the other side as
well everything what we are sculpting on
15:47
the one side will be mirrored on the
other side anyway so we can disable x
symmetry up here and by the way the x
symmetry up there is an object-specific
setting so if you are changing over to
other objects this might be enabled
again so make sure to disable this if
needed and now enjoy a quick time-lapse
on where i adjust all these parts here
on the object
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17:22
so
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so
[Music]
18:27
yeah and this is the result after the
first sculpting layer and as you can see
everything is still relatively rough i
just have the major shapes here and no
details and the resolution is still
relatively low so and only when you have
the major shapes in place and you are
happy with these it's time to move on
with detailing
next i wanted to have everything ready
to go over to define the shapes more
with a higher resolution for that i
added a simple eye created out of a uv
sphere with one ring around the iris so
18:58
we can better see where the eyes are
looking at and i used the same mirroring
trick as for the base mesh using the
mirror modifier and the mirror empty
object at the center of our scene then i
placed it on the right spot and sculpted
some basic eyelets around it after that
i wanted to replace the ugly fingers and
toes with proper shaped ones for that i
created an edge and put the skin
modifier on it which generates a mesh
around the edge now with x-ray enabled
up here we can adjust the edge and shape
the finger accordingly and with the
19:28
sub-surf modifier on top i smoothed this
out a bit so it looks much better with
one or more vertices selected in edit
mode we can press ctrl a and scale the
skin modifier mesh around the vertices
with the mirror modifier trick we have
used before i mirrored the finger and
then i just copy and duplicated it for
the whole hand and for the toes on the
feet and now we are ready to continue
the next sculpting layer with a slightly
higher resolution
first i joined the upper and lower arm
and the upper and lower leg we meshed
them with a slightly higher resolution
20:00
and then it was about refining the
shapes even more here on the feet in
order to flatten the lower part of it so
that it could stand straight on the
ground i used the line project tool to
cut a clean straight line then i added
some more details on top and by pressing
m using the mask brush and masking out
the bottom of the feet i could change
the top of the feet without moving the
bottom part which is very useful all in
all the draw sharp brush is my brush of
choice when adding creases to the body
because it's not pinching the geometry
20:30
like the crease brush of course in some
cases the crease brush is also very
useful again my reference board in
pureref was a great resource to look up
some anatomy references of creatures
which helped me for the feet hands and
the arms and legs especially then i did
a quick up of the arm and we are ready
for joining the toes
for that i applied the modifiers of the
toes and then joined them to the legs
and remeshed them using the voxel
remesher this time again with a slightly
higher resolution to add even more
21:01
details especially when working on the
thin fingers and toes we need a higher
resolution otherwise we might lose some
details when remeshing or maybe we even
merge close line geometry in a ugly way
so always play around with the
resolution if it's too high or too low
just undo it and then try a different
resolution and remesh again yeah and
then i added some more details to the
feet
if you realize that your toes are not
rotated correctly you can add a quick
mask down here by moving the mouse to
21:31
the tip here pressing shift a then add
this topology mask around the toe then
use the pose brush and then depending on
the size of the brush we have this line
here if it's too short you can also zoom
back a little bit and then we can just
move it around as if there was a bone
inside and then you can move it down or
up and of course you can also make it
shorter if you only want to move the tip
of this toe here however the mask
prevents us from moving the other toes
if they are in the range of the brush
22:02
here with alt m you can remove the mask
again we will learn a bit more about the
pose brush later in this video
yeah and the same workflow i used for
the fingers and the hands as well
meaning i applied the modifiers of the
fingers joined them to the arms and then
re-meshed it with a higher resolution
and then added the details and this is
what we have so far looks pretty decent
already we are slowly getting there
now it is all about getting the
sculpting polished in order to move over
to the retopology stage afterwards so i
22:34
joined the arms and the legs to the body
then i remeshed everything again with a
slightly higher resolution and then i
began to polish everything to a kind of
final stage except adding the very high
details like the skin details for
example here i mainly used the clay
strips the drawer sharp and the smooth
brush so nothing special these are the
brushes i mainly use all the time then i
define different details like here for
the body
and then i used a cool trick to pull out
23:05
these fin like shapes first i drew a
thin mask using the mask brush along the
lower body then with ctrl i i inverted
the mask meaning that i can only
manipulate the thin line across the body
and then with the grab brush i pulled
out the geometry without m i can remove
the mask then after some more refinement
i did the same thing for the back of the
creature
and here also for the tip of the tail
and this here is a result after this
23:46
sculpting stage
for creating the nails or the claws i
added some face heads to the tip of the
fingers and the toes in the shape of the
nails with holding down shift i could
easily straighten the edges of the face
heads resulting in these nice clean
lines
now i want to generate a new mesh out of
these face heads but since all of the
face heads have a different color i
can't do it all at once and i don't want
to separate all of these nails
individually so what we can do let's
24:17
hover our mouse above the body here and
even though this is just the default
gray color this is also a face set so we
can press shift h while hovering our
mouse above the body then the entire
body face head will be hidden and we can
only see the nails here and now if i
hold down w then this face heads edit
pie menu opens and now let's hover our
mouse above face head from visible and
release the w button and now all the
visible face heads will be merged into
just one facet now let's press alt h to
24:48
unhide the body collection and now let's
zoom in here a bit then click on face
sets and click on extract face set now
this eye dropper appears and now let's
click on one of the nails and this will
generate a new mesh as you can see here
and we automatically switched to object
mode then if we switch over to the
modifiers you can see that this solidify
modifier was added here we can change
the thickness of the nails first of all
let's change the offset to zero so it's
basically kind of sitting on the surface
25:18
and not inside and then let's change the
thickness to something like
0.05 but this tool looks a bit weird the
edge is too sharp so let's add another
modifier the smooth modifier and let's
repeat this 10 times so it's a bit
smoother and the resolution doesn't look
so nice so let's add another modifier
the remesh modifier which has this voxel
option as well so let's decrease the
voxel size here to something like 0.01
and then we can see them and this looks
much better now all we need to do with
25:48
the nail selected ctrl a and go on
visual geometry to mesh to apply all
modifiers and then let's switch over to
sculpt mode
in scope mode i remeshed it again a bit
higher since i felt that the resolution
is not high enough then i used the mesh
filter with the smooth option to smooth
them out even more which also shrinked
them down a bit then i used the grab
brush and change the falloff up here to
sharp so i can pull out these sharp tips
of the nails after that i adjusted the
top part of the nails to better move
26:19
into the finger and with a smooth brush
i adjusted the shape a bit and made them
a bit smaller then i used the same
technique for the nails at the feet as
you can see here again here i don't
wanted to add the final detail level to
the nails just the major shapes should
be in place
then it was about time to add the first
detail level to the horns mainly i
adjusted the shape a bit and drew a
sharp line around the horns again here i
used my reference board as inspiration
for the horns and the very fine details
26:49
i will add later
after that i added this first detail
layer to the beak first i added some
lines with a clay strips brush and
smoothed them a bit to give it a rougher
look and with the grab brush and the
sharp falloff enabled i added these
tees-like shapes here and then i added a
hole for the nostrils and i realized
that i didn't like the shape of the beak
too much so i changed the falloff of the
grab brush back to smooth and adjusted
some of the bigger shapes again until i
was happy after that i adjusted the
lower beak in a similar fashion
27:20
and change the line around the beak on
the head a bit
after some final tweaks on the body here
and there i renamed all the objects in
the outliner so i know exactly which
object is what and this here now is the
final result before we now go over to
the retopology stage as you can see
every shape is pretty much defined so we
don't want to do any big changes anymore
however the very fine details are
missing which we will add after the
retopology stage
27:50
now it's time for retopology here we
have the sculpted mesh which has a quite
high resolution and their topology
meaning the flow of the mesh is not
ideal that means we now have to trace
the geometry with a much lower
resolution mesh and with a good topology
this step is usually necessary to create
a proper mesh that can be textured
rigged and animated later on in our case
we want to create a static sculpting so
retopology is an optional step however
here i still need a retopology mesh for
28:22
two things first i want to use the
multi-resolution modifier to add very
high details for that a quad-based
proper topology leads to a much better
result with a clean smooth surface and
second i want to use the pose brush
later on to pose the creature a bit and
since the ritopo mesh will have a much
lower resolution we can disable the
multirest modifier with all the high
details pose the low res model quick and
smoothly without a slow running viewport
and then turn on all the details again
28:52
and we will have all the nice details
and a post creature
now how to re-to apologize well there is
a manual workflow however this workflow
is a very time-consuming process which
some people hate and some people love
i'm more on the loft side however this
is mostly used when you want to create a
proper high quality mesh for production
however since here we don't want to
create a creature for production but
rather aesthetic high quality sculpting
we don't need a perfect returbo mesh so
i decided to speed the whole process up
29:24
like a million times by using an
auditory topo tool in general if you are
interested in the manual retopology
workflow either check out my blender
sculpting course there i will add a full
chapter on this topic very soon or let
us know in the comments below if you
want to see some free videos about this
subject here on youtube
so what auto returbo tools we have first
of all blender comes with the free quad
reflow remesher which sometimes works
but most of the time not really as you
29:56
can see here as a good quick free
alternative i would recommend the
standalone tool instant meshes you can
find the free download link in the video
description below it's really nice you
have to export your model and re-import
it into blender though but in general it
gives a pretty nice result there are
some tutorials online so we won't go
over it here because instead of instant
meshes i used probably the best auto
retuple add-on which is currently
available for blender the quad remesher
30:26
unfortunately it's a paid add-on however
in my opinion it is worth every penny
when you think about the fact how much
time it can save you and you can't buy
time with any money on the world so
that's something when you check out the
website there are different options for
commercial and personal use with
different price tags and if you're not
sure if this tool is what you need
there's also a free trial to test it out
so check it out link down below in the
description
this tool allows to create a more than
30:56
decent looking returbo mesh with more or
less a single click when you have the
add-on installed select the mesh you
want to re-tuple open up the sidebar
with n go to the quad remesh tab and
just enable x symmetry to get a
symmetrical mesh and then define the
quad count up here meaning the final
poly count the new etobo mesh should
have here i usually start with a default
value of 5000 and if the result is too
high or too low i undo it and then
change the value and re-measure it again
however in this case the 5000 were
31:27
perfect so look at this awesome result
oh man unbelievable then i did the same
for all the other objects like the beak
the horns the nails but this time with a
much lower quad count of course because
the objects were much smaller and the
whole process which when you go the
manual route can take you hours just
took a few seconds for me
mind blowing
so no matter what retopology method
you're using make sure that you still
have the original sculpted mesh in your
scene if necessary meaning if the
31:58
retopor add-on removes their original
sculpting make sure that you have a
duplicate since we still need it in the
next step for the multi-res modifier
reprojection
so now up here we have a collection with
the base sculpting and one collection
with very toppo mesh as you can see i
didn't re-topo the eyes because i just
want to leave them as they are and if
necessary we could replace them later on
anyway since we don't want to add any
sculpting details on them so now i want
to add the multi-rest modifier so let's
32:30
click on the body here go to the
modifiers add the multi-rest modifier
and then let's hit the subdivide button
a few times for now let's do it four
times but i add another level later on
however you can now see that we still
have kind of the shape of the sculpting
however it looks much smoother so we
lose a lot of details we had in the
original sculpting as you can see here
in this direct comparison so what we
need to do is to reproject the new
33:00
mesher onto the old sculpting and this
we can do with a shrink wrap modifier so
let's move this up here a bit and let's
add the shrink wrap modifier then up
here let's open up the base sculpt
collection click on this eye dropper and
in this case click on the body now if i
hide the base sculpt here you can see
that the shrink web modifier is wrapping
the new mesh around the old mesh so we
have all the nice details however it
might be that we have some little
glitches here and there and that's why i
would recommend to change some of the
33:31
settings here in the shrink web modifier
first of all the wrap method changed
this to project then it gets even worse
however you just have to check negative
so it's projecting the mesh in both
direction the positive and the negative
direction and that's basically all you
need to do then everything should look
pretty nice and now comes a cool trick
when i go into the shrink web modifier
and here click on this arrow and hit
apply it won't be applied on the base
mesh however all the deformation will be
stored in the multi-res modifier that
34:03
means if i disable the multi-res the
original retopology mesh hasn't changed
at all however we still have all the
details from the original sculpting and
after that i could just delete the
original sculpting if i like and then
continue the work on this meshier yeah
and the same workflow i use for all the
other meshes here so first of all select
the beak add the multi-rest modifier
subdivide it four times then add the
shrink wrap modifier change the red
method to project enable negative and as
target use the beak top
34:35
then hit apply and that's everything and
the same thing i quickly do for the
other objects
yeah now i reprojected everything of
course in this case now i would probably
move the ice into the ritupo collection
so it doesn't look too creepy then
disable the base sculpting collection or
delete it but i would save a backup file
of course and then we can continue
adding the very high details to their
sculpting
now i added the first layer of the very
high details for that i left the
35:05
multiverse modifier at four subdivisions
and i used mainly the crease brush and
some other brushes like the clay strips
brush and the grab brush to add finer
details so here i just used the basic
brushes without any special settings so
in general i added a lot of tiny creases
here and there to make the sculpting
just look more high resolution as
inspiration here again i used my
reference board in puref so and since
this is just a very creative process
let's enjoy a quick time lapse
35:38
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wow
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36:37
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so
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wow
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37:57
so this is the result i have so far but
now i want to go one step further
meaning i have the body selected here
and let's subdivide the multi-res even
more so that we have 5 subdivisions
because now i want to add even more
details like the very tiny skin details
and for that on the one hand i still use
the
draw sharp brush to add like these very
tiny and sharp creases however i also
use two setups for adding the skin
details the first and easy setup let's
38:28
go to the sculpt draw brush to the brush
settings over here and first of all
let's duplicate the brush so that we
still have the original and let's call
this something like skin jitter then
let's go down here into the brush
settings stroke and simply increase the
jitter if you like you can also enable
pressure sensitivity over here so that
when you're painting with a pin you can
define how much jitter it should be when
you press harder or lighter on your
graphics tablet now as you can see it's
creating these random dots and this is
38:58
very nice to add some skin details here
on the surface but if you just want to
add like a few bigger dots you can also
increase their spacing up here then as
you can see we just can create a few
dots and depending on the brush size you
can make it bigger or smaller and if
this is still too much you can always
increase their spacing here and this is
really cool to add some like bumps here
and there on the surface and later on on
the beak i also used the same technique
but invert it so you can also hold down
ctrl and invert this effect as you can
39:31
see over here let's get back to the body
here and i also wanted to add skin
details using a texture brush for that
let's go back to the sculpt drawer brush
and also duplicate this
let's simply call this skin go down here
to texture
click on new let's call this skin as
well and in order to add a texture click
on this button here and then click on
open then navigate to your sculpting
brushes these here by the way you can
download in our blender resource section
which you can sign up for free link is
40:02
down below in the video description
however you need an email to sign up so
and here we have this simple skin brush
which is basically just a black and
white texture of this reptile skin let's
hit open then let's go back to the brush
settings and here let's change a few
things first of all let's change the
mapping to area plane so it's basically
similar as the brush adjusting along the
normal of the surface so we don't get
any weird stretching and then i also
enable random that with each dot the
stroke is creating the texture will
40:32
rotate randomly so now we can draw along
here and this will add this random skin
details however if you feel that this is
too much then you can go down here to
the stroke again and simply increase the
spacing so there's a little bit of space
between each dot of course not too much
something like this should work and of
course we can reduce the strength quite
a bit and by the way when you're zooming
in and zooming out and if you want to
make sure that the brush stays the same
size so no matter if i draw from here or
41:03
from here the skin details should always
look the same for that simply switch the
radius unit to scene then as you can see
the brush will scale according to how
far or close i am to the sculpting here
and then i can simply add the skin
details and i can switch over to the
jitter brush and add these random dots
and as mentioned the draw sharp brush to
add these very tiny creases here and by
the way if the draw sharp brush is a
little bit slow you can also go down
41:34
here to the spacing of the stroke and
increase this a bit and the higher you
make it the more fluent the stroke will
be because there will be less dots
blender needs to calculate of course if
you go too far then at some point you
can see
this dotted effect here which is not so
nice so play around what works for you
but the higher the value is the more
smooth the stroke will be
yeah now let's enjoy a quick time lapse
on where i add these details
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42:17
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so
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so
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43:53
yeah and this is now the result with the
very high details as you can see so we
have all these nice skin details and
these little creases and bumps all over
the place
so the sculpting phase is done however
the creature still stands in this kind
of a pose and i want to pose it a bit
more naturally of course we could add a
new armature system with bones and bind
the mesh to the bones and then pose it
which of course gives us a bit more
flexibility however this can take a
while to set up so in this case i want
44:25
to use the pose brush over here however
before we can use this properly we need
to add some face sets but before we do
that let's quickly switch over to the
layout tab and adjust the model here a
tiny bit you can see if i select the
body here this creature is now nearly 8
meters high which is like super huge and
i want this creature to be roughly a
human size so let's scale it down just
to avoid any future problems it's always
nice to work in real world sizes
especially if you plan to use any
44:56
simulations or modifiers and stuff like
this so this can always help to avoid
future problems and for the posing later
on in sculpt mode it is also necessary
that we join all the objects here to one
mesh first of all let's have a look at
the eyes we're still using the mirror
modifier here let's apply this and let's
get rid of the subsurf modifier and then
let's select all the objects here
also the nails and then with shift the
body here and since all of these objects
except the eyes in this case are using
the multi-rest modifier with the same
45:28
subdivision joining these objects is not
a problem so let's press ctrl j to join
these and as you can see now we still
have all the details on the different
objects now let's press s to scale it
down and let's have a look at the z
dimension here so that we have about two
meters then from the front view let's
move it down here something like this so
that it is basically standing on the red
axis here and from the side view let's
move it to the front here a bit and then
let's reset the origin which is
45:59
currently up here down here and to the
center of our scene make sure that the
3d cursor is here if not press shift c
and then right click set origin origin
to 3d cursor now the scale is wrong here
so let's hit ctrl a and apply the scale
and now we are ready to start preparing
this for posing for that let's go over
to the sculpting workspace oh look at
how tiny this little creature is now
no actually it's two meters high still
pretty big so of course we don't want to
pose a creature with the high resolution
46:30
on you can see the brush runs pretty
slow here so let's disable the multi-res
modifier and this is much better and now
we need to draw some face sets to define
different body parts for that let's
click on the box face set tool left
click and hold and then click on the
lasso phase set tool i have x symmetry
on here and over here i make sure that
front faces only is disabled and now we
can simply draw these lasso around
different areas
to create these different face sets so
47:02
first of all let's do some rough facets
here and then if you want to tweak this
a bit go to the face sets tool then
hover above this gray area hold down
control and then we can extend the gray
area here so we can basically erase
something from the orange face set same
over here hold down control above the
orange one then we can paint something
away from the blue one here then up here
let's draw one facet around the head
then another one around the neck here
and by the way if you don't accidentally
47:32
want to paint the other face heads which
are done already you can press shift h
and hide these and then as you can see
we can easily
add
more facets here without getting into
trouble
yeah and after i have drawn all the face
sets this is what i got here now let's
go over to the pose brush and first of
all let's change the rotation origins to
facets fk and this now when we hover
above one facehead places a kind of bone
inside this specific facet and since we
48:03
don't wanna pose the creature
symmetrical here let's disable x
symmetry up here and now depending on
which side you place your mouse you can
left click and hold and move the body
part around now you can see the nails
won't move along with a hand to avoid
this disable connected only here and now
as you can see the nails will move along
with a hand you can see that on the
transition to the other face head it is
now smoothing out the area here if this
is too strong for you you can turn down
48:33
the smooth iterations you can see then
it's a bit harder also sometimes as you
can see it's not working properly so you
really have to make sure that you are at
the right spot on the model in order to
make this work and now if i click over
here for example i can move the lower
arm including the hand if i go up here i
can move the upper arm and so on and so
forth and if this way of posing the
creature is too limited for you you can
also switch over to face sets and then
we have this post ik segments option and
in this case i want to have three
49:05
segments for the arm then let's move
down here and you can see it creates a
bone chain into the whole arm and now if
i move this around you can see it's
moving like an ik rig which is pretty
cool
also works here on the other side and
the same down here on the legs for
example it's a bit harder to control so
i would definitely recommend to also use
the face sets fk option from time to
time to adjust everything a bit more
then for the tail we of course don't
want to have harsh bending what we can
49:36
do let's of course switch back to the
facets ik option down here and we have
one two three four five parts so let's
increase this to five ik segments and
now if i go in here if it's not picking
the right one make sure to scale down
the brush a bit then it should work and
now you can see
the bending is pretty harsh in this case
increase their smooth iterations quite a
bit let's try 10 for example
it's still not smooth enough
so let's go with 20 here
50:07
and as you can see this looks pretty
good already it's not perfect but this
way we can easily pose like a more
organic shape
yeah and this here is the final result i
had after the posing then of course we
can turn on the multi-res modifier again
and if you want to stay in sculpt mode
and the face sets are in the way but you
don't want to delete them then you can
go up here to the viewport overlays and
disable the face sets or if you like you
can also simply lower the opacity here
50:38
so guys this here is the final sculpted
creature looks pretty decent in my
opinion compared to our very first base
mesh and by the way when we zoom in here
we can still see all the individual
faces so with a select everything right
click and click on shade smooth that
looks much better and after i was done
with sculpting i decided it would be
cool to test out to give this creature a
little jacket which i created here and
although this was just a test i liked it
so much that i just kept it i don't want
51:10
to go in how i created this completely
but here just a quick overview let's
disable all the modifiers here
it's basically just an extracted face
set similar as we did for the claws down
here then over in sculpt mode
i painted in some face sets here on the
seam areas and then i used the claws
filter and the filter type set to
inflate and over here i set the options
auto masking to facets and then i could
make the whole jacket thicker without
51:41
affecting the other face sets over here
and this i did with a multi-rest
modifier then i have drawn in some more
folds here and there and an object mode
with a solidify modifier and after that
a subsurf modifier it looked like this
then i added a simple zipper using a
curve and up here this little thing
which i quickly modeled yeah and now you
know how to create high resolution
sculptings in blender
yeah guys and girls i hope you enjoyed
this video if so give it a like and
subscribe to the channel and ring the
52:12
bell if you don't want to miss a future
video if you have created anything by
following this video here share it with
us on social media or in the comments
below i would really love to see what
you create all the links are down below
in the video description remember you
can download the project files for this
video and our regularly updated blender
shortcut pdf in our resource section at
cgboost.com resources an email is
required to sign up and if this was a
bit too advanced for you as mentioned
i'm currently updating my blender
sculpting course which teaches you
52:44
everything important about sculpting in
blender meaning there is no blender
sculpting knowledge required to get
started so it also includes a full
introduction not everything is fully
updated yet but i will add a lot more
content in the coming weeks and months
the link to the course is down below in
the video description that's it thanks a
lot for watching guys and girls and i
will see you in one of my next videos
goodbye
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